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334 lines
11 KiB
INI
334 lines
11 KiB
INI
! ------------------------------------------------------------------------------
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! Inform for New Writers
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!
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! The House - Version 5
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!
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! Last Modified: David Cornelson - 22-Jan-1998
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!
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! This work is freely offered to the Public Domain. - DAC 12-12-2015
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!
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! ------------------------------------------------------------------------------
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Constant Story "The House";
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Constant Headline
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"^Inform for New Writers^
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The House - Version 5^
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By New Writer (1998) - Last Compiled: 22-Jan-1998^";
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Constant MAX_SCORE 100;
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Serial "980122";
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Release 2;
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Include "Parser";
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Include "VerbLib";
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!-------------------------------------------------------------------------------
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! Initialise
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!
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!-------------------------------------------------------------------------------
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[ Initialise;
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location = Sidewalk;
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];
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[ PrintRank;
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print ", earning you the rank of ";
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if (score >= 100) "the greatest.";
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if (score >= 80) "above average.";
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if (score >= 60) "average.";
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if (score >= 40) "below average.";
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if (score >= 20) "the barely living.";
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"the living dead.";
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];
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! ----------------------------------------------------------------------------
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! Locations
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!
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! In this section we will define our locations. These are "Objects" to Inform.
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!
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! ----------------------------------------------------------------------------
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!
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! VERSION 5 - Adding a container to your game, functions, verbs, and death.
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!
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! In many cases you will want an object to be able to contain other objects.
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! This may be as simple as creating a 'backpack' that will contain your school
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! papers, apple, and pencil sharpener. In a more complex definition, a container
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! could be a chasm, a bottomless pit, refrigerator, or a television.
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!
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! We're going to create a simple container and a complex container.
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!
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! The simple container is probably very familiar to you. It's a mailbox amd it's
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! right here in front of the house. It contains a letter that can be read as well.
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!
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Object Sidewalk "Sidewalk"
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with description
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"You are standing on the sidewalk in front of a house to the west.",
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w_to Front_Porch,
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has light;
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!
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! Add the mailbox with open and closed descriptions.
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!
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Object -> Mailbox "mailbox"
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with name "mailbox" "box",
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when_open "There is an open mailbox here.",
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when_closed "There is a closed mailbox here.",
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has static container openable;
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!
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! Add 'legible' attribute to distinguish something that can be 'read'.
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! This is determined in the verb extension located in the grammar
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! section at the end of this file.
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!
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Attribute legible;
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!
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! And here is the letter, which can be consulted, read, or torn up. If it's
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! torn up, the letter is removed from the game, never to be seen again.
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!
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Object -> -> Letter "letter"
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with name "letter" "paper",
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description
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"The letter is a simple page of notebook paper.",
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before [; Consult,Read: "The letter contains a vague story about an evil couch,
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but you can't make out anymore detail. Interesting
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little tidbit though.";
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Tear: remove Letter;
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"You rip the letter into tiny pieces that blow away in the wind.";
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]
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has legible;
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Object Front_Porch "Front Porch"
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with description
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"This is the front porch of the house. There are two doors
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leading inside. The door on the left leads west and the
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door on the right leads northwest.",
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e_to Sidewalk,
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w_to Left_Front_Door,
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in_to Left_Front_Door,
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nw_to Right_Front_Door,
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has light;
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Object -> Left_Front_Door "left front door"
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with name "left" "front" "door",
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description
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"The left front door is made of brass.",
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when_open "The left front door is open.",
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when_closed "The left front door is closed.",
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door_to Foyer,
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door_dir w_to,
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has static door openable;
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Object Right_Front_Door "right front door"
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with name "right" "front" "door",
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description
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"The right front door is made of wood.",
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when_open "The right front door is open.",
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when_closed "The right front door is closed.",
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door_to [; if (location==Front_Porch) return Den; return Front_Porch; ],
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door_dir [; if (location==Front_Porch) return nw_to; return se_to; ],
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found_in Front_Porch Den,
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with_key right_key,
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has static door openable lockable locked;
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Object Den "Den"
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with description
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"You are in the den of the house. The living room is west of hear
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and the front porch is to the southeast.",
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se_to Right_Front_Door,
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out_to Right_Front_Door,
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w_to Living_Room,
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has light;
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Object -> Rock "rock"
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with name "rock",
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description
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"It's smooth and flat, perfect for skipping in a pond.",
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before [; Insert,PutOn,ThrowAt:
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if (second==Evil_Couch) rfalse; ! Allow the rock to be eaten by couch
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if (second==Pond) {
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print "The rock skips across the water several times and sinks.
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Amazingly, after a few moments, the rock washes up at
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your feet. Wow, what an undertow!^";
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move Rock to Backyard;
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rtrue;
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!
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! Replace rock so that player can try it again....
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!
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} else {
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print "You can't throw the rock at ",(the) second, ".^";
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rtrue;
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}
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];
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Object Living_Room "Living Room"
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with name "living" "room",
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description
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"This is the living room of the house. The den is to the east.",
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e_to Den,
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has light;
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!
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! And here is our evil couch. Anything put on or in the couch will be
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! 'eaten', including you. In fact, by setting the 'deadflag' to 1,
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! Inform is informed to 'end' the game because you have died.
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!
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! Notice we used the 'before' property and the 'Enter' and 'Receive'
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! verbs to handle the action.
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!
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Object -> Evil_Couch "couch"
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with name "couch" "sofa",
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when_open "There is a filthy, worn down couch here.",
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before [; Enter: deadflag=1;
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"You are eaten by the couch.";
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Receive: remove noun;
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"The couch eats ", (the) noun, " and belches.";
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],
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has static container open enterable;
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Object Foyer "Foyer"
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with description
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"You are standing in the foyer of the house. It seems as though
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you can go up a staircase, northwest, or back out the front
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door to the east.",
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out_to Front_Porch,
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e_to Front_Porch,
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nw_to Hallway,
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u_to Upper_Hallway,
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has light;
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Object Hallway "Hallway"
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with description
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"You are in the hallway on the first floor of the house. The
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foyer is southeast and the kitchen is west of here.",
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se_to Foyer,
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w_to Kitchen,
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has light;
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Object Kitchen "Kitchen"
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with description
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"This is the kitchen of the house. A hallway can be seen to the
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east and an open doorway to the west leads out to the backyard.",
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e_to Hallway,
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w_to Backyard,
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out_to Backyard,
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has light;
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Object Backyard "Backyard"
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with name "yard",
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description
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"This is the backyard behind the house. There is a pond here.",
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e_to Kitchen,
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in_to Kitchen,
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has light;
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Object -> Pond "pond"
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with name "pond" "water",
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description
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"It's a small pond, but wide enough to skip rocks.",
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has static concealed container open;
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Object Upper_Hallway "Upper Hallway"
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with description
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"This is the second floor hallway. Rooms can be seen north and
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south and a staircase leads down.",
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n_to North_Bedroom,
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s_to South_Bedroom,
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d_to Foyer,
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has light;
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Object North_Bedroom "North Bedroom"
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with description
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"This is a bedroom on the north side of the house.",
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s_to Upper_Hallway,
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has light;
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Object -> right_key "right key" with name "right" "key", article "the";
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Object South_Bedroom "South Bedroom"
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with description
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"This is a bedroom on the south side of the house.",
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n_to Upper_Hallway,
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has light;
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! ----------------------------------------------------------------------------
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!
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! Functions
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!
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! ----------------------------------------------------------------------------
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!
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! Added function ReadSub so that the property 'before' can use it. The default,
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! if there is no 'before read', is to examine the object.
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!
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[ ReadSub; <<Examine noun>>; ];
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[ TearSub; "You can't tear that"; ];
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! ----------------------------------------------------------------------------
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! Grammar
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!
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! The grammar section includes the file "Grammar" and will later include
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! extensions to the standard grammar library.
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!
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! ----------------------------------------------------------------------------
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Include "Grammar";
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!
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! We also have to extend the read grammar to call ReadSub
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! by default.
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!
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! We're using the 'Extend' statment because the word "read" is already defined
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! in the grammar file included above. This adds our usage.
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!
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! The 'first' tag is used to indicate to Inform that this usage of the word
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! "read" should be the first one checked. Without 'first', the "read" word
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! will not work the way we want it to because the default usage will get
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! called and will not handle our code properly.
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!
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! 'legible' is the attribute we created and by placing it here, we're telling
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! Inform that this attribute must be present in the object to call this usage
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! of the word "read".
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!
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Extend "read" first * legible -> Read;
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!
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! We've also added the ability to 'tear' an object. Notice
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! we had to specify 'noun' and then direct the default to
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! TearSub.
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!
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! By the way, the 'Sub' is added on automatically by Inform.
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!
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! The word 'noun' tells Inform that the word "tear" must be followed by a
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! noun, otherwise Inform will reply, "What do you want to tear?".
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!
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Verb "tear" * noun -> Tear;
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!
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! Q: I'm really confused! Inform uses the words "first", "second", and "noun".
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! Can you explain the difference again?
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!
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! A: Sure.
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!
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! 'first' is a flag used in the grammar statement "Extend" so that the
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! new usage is called before previously defined usages. Without this
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! flag, an older usage might get called and your code may not work.
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!
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! 'second' is a variable that Inform sets if there is a second noun in
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! the player's statement.
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!
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! 'noun' is a variable that Inform sets if there are any nouns in the
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! player's statement. It gets set to the first noun found.
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!
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! > THROW ROCK AT POND
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!
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! ^ ^
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! noun second
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!
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